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/*
===========================================================================
Copyright (C) 2000-2009 Darklegion Development
This file is part of Tremulous.
Tremulous is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Tremulous is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Tremulous; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#include "cg_local.h"
static entityPos_t entityPositions;
#define HUMAN_SCANNER_UPDATE_PERIOD 1000
/*
=============
CG_UpdateEntityPositions
Update this client's perception of entity positions
=============
*/
void CG_UpdateEntityPositions( void )
{
centity_t *cent = NULL;
int i;
if( cg.predictedPlayerState.stats[ STAT_TEAM ] == TEAM_HUMANS )
{
if( entityPositions.lastUpdateTime + HUMAN_SCANNER_UPDATE_PERIOD > cg.time )
return;
}
VectorCopy( cg.refdef.vieworg, entityPositions.origin );
VectorCopy( cg.refdefViewAngles, entityPositions.vangles );
entityPositions.lastUpdateTime = cg.time;
entityPositions.numAlienBuildables = 0;
entityPositions.numHumanBuildables = 0;
entityPositions.numAlienClients = 0;
entityPositions.numHumanClients = 0;
for( i = 0; i < cg.snap->numEntities; i++ )
{
cent = &cg_entities[ cg.snap->entities[ i ].number ];
if( cent->currentState.eFlags & EF_WARPING )
{
continue;
}
if( cent->currentState.eType == ET_BUILDABLE &&
!( cent->currentState.eFlags & EF_DEAD ))
{
// add to list of item positions (for creep)
if( cent->currentState.modelindex2 == TEAM_ALIENS )
{
VectorCopy( cent->lerpOrigin, entityPositions.alienBuildablePos[
entityPositions.numAlienBuildables ] );
entityPositions.alienBuildableTimes[
entityPositions.numAlienBuildables ] = cent->miscTime;
if( entityPositions.numAlienBuildables < MAX_GENTITIES )
entityPositions.numAlienBuildables++;
}
else if( cent->currentState.modelindex2 == TEAM_HUMANS )
{
VectorCopy( cent->lerpOrigin, entityPositions.humanBuildablePos[
entityPositions.numHumanBuildables ] );
if( entityPositions.numHumanBuildables < MAX_GENTITIES )
entityPositions.numHumanBuildables++;
}
}
else if( cent->currentState.eType == ET_PLAYER )
{
int team = cent->currentState.misc & 0x00FF;
//make adv basilisk invisble to radar if invisble
if( team == TEAM_ALIENS && !(cent->invisible ) )
{
VectorCopy( cent->lerpOrigin, entityPositions.alienClientPos[
entityPositions.numAlienClients ] );
if( entityPositions.numAlienClients < MAX_CLIENTS )
entityPositions.numAlienClients++;
}
else if( team == TEAM_HUMANS )
{
VectorCopy( cent->lerpOrigin, entityPositions.humanClientPos[
entityPositions.numHumanClients ] );
if( entityPositions.numHumanClients < MAX_CLIENTS )
entityPositions.numHumanClients++;
}
}
}
}
#define STALKWIDTH (2.0f * cgDC.aspectScale)
#define BLIPX (14.0f * cgDC.aspectScale)
#define BLIPY 6.0f
#define FAR_ALPHA 0.8f
#define NEAR_ALPHA 1.2f
/*
=============
CG_DrawBlips
Draw blips and stalks for the human scanner
=============
*/
static void CG_DrawBlips( rectDef_t *rect, vec3_t origin, vec4_t colour )
{
vec3_t drawOrigin;
vec3_t up = { 0, 0, 1 };
float alphaMod = 1.0f;
float timeFractionSinceRefresh = 1.0f -( (float)( cg.time - entityPositions.lastUpdateTime ) / (float)HUMAN_SCANNER_UPDATE_PERIOD );
vec4_t localColour;
Vector4Copy( colour, localColour );
RotatePointAroundVector( drawOrigin, up, origin, -entityPositions.vangles[ 1 ] - 90 );
drawOrigin[ 0 ] /= ( 2 * HELMET_RANGE / rect->w );
drawOrigin[ 1 ] /= ( 2 * HELMET_RANGE / rect->h );
drawOrigin[ 2 ] /= ( 2 * HELMET_RANGE / rect->w );
alphaMod = FAR_ALPHA +
( ( drawOrigin[ 1 ] + ( rect->h / 2.0f ) ) / rect->h ) * ( NEAR_ALPHA - FAR_ALPHA );
localColour[ 3 ] *= alphaMod;
localColour[ 3 ] *= ( 0.5f + ( timeFractionSinceRefresh * 0.5f ) );
if( localColour[ 3 ] > 1.0f )
localColour[ 3 ] = 1.0f;
else if( localColour[ 3 ] < 0.0f )
localColour[ 3 ] = 0.0f;
trap_R_SetColor( localColour );
if( drawOrigin[ 2 ] > 0 )
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
STALKWIDTH, drawOrigin[ 2 ], cgs.media.scannerLineShader );
else
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ],
STALKWIDTH, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) - ( BLIPY / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
BLIPX, BLIPY, cgs.media.scannerBlipShader );
trap_R_SetColor( NULL );
}
/*
=============
CG_DrawBlipsPlayer
Draw blips and stalks for the human scanner
=============
*/
static void CG_DrawBlipsPlayer( rectDef_t *rect, vec3_t origin, vec4_t colour )
{
vec3_t drawOrigin;
vec3_t up = { 0, 0, 1 };
float alphaMod = 1.0f;
float timeFractionSinceRefresh = 1.0f -( (float)( cg.time - entityPositions.lastUpdateTime ) / (float)HUMAN_SCANNER_UPDATE_PERIOD );
vec4_t localColour;
Vector4Copy( colour, localColour );
RotatePointAroundVector( drawOrigin, up, origin, -entityPositions.vangles[ 1 ] - 90 );
drawOrigin[ 0 ] /= ( 2 * HELMET_RANGE / rect->w );
drawOrigin[ 1 ] /= ( 2 * HELMET_RANGE / rect->h );
drawOrigin[ 2 ] /= ( 2 * HELMET_RANGE / rect->w );
alphaMod = FAR_ALPHA +
( ( drawOrigin[ 1 ] + ( rect->h / 2.0f ) ) / rect->h ) * ( NEAR_ALPHA - FAR_ALPHA );
localColour[ 3 ] *= alphaMod;
localColour[ 3 ] *= ( 0.5f + ( timeFractionSinceRefresh * 0.5f ) );
if( localColour[ 3 ] > 1.0f )
localColour[ 3 ] = 1.0f;
else if( localColour[ 3 ] < 0.0f )
localColour[ 3 ] = 0.0f;
trap_R_SetColor( localColour );
if( drawOrigin[ 2 ] > 0 )
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
STALKWIDTH, drawOrigin[ 2 ], cgs.media.scannerLineShader );
else
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( STALKWIDTH / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) + drawOrigin[ 1 ],
STALKWIDTH, -drawOrigin[ 2 ], cgs.media.scannerLineShader );
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX / 2 ) - drawOrigin[ 0 ],
rect->y + ( rect->h / 2 ) - ( BLIPY / 2 ) + drawOrigin[ 1 ] - drawOrigin[ 2 ],
BLIPX, BLIPY, cgs.media.scannerBlipShaderPlayer );
trap_R_SetColor( NULL );
}
#define BLIPX2 (24.0f * cgDC.aspectScale)
#define BLIPY2 24.0f
/*
=============
CG_DrawDir
Draw dot marking the direction to an enemy
=============
*/
static void CG_DrawDir( rectDef_t *rect, vec3_t origin, vec4_t colour )
{
vec3_t drawOrigin;
vec3_t noZOrigin;
vec3_t normal, antinormal, normalDiff;
vec3_t view, noZview;
vec3_t up = { 0.0f, 0.0f, 1.0f };
vec3_t top = { 0.0f, -1.0f, 0.0f };
float angle;
playerState_t *ps = &cg.snap->ps;
BG_GetClientNormal( ps, normal );
AngleVectors( entityPositions.vangles, view, NULL, NULL );
ProjectPointOnPlane( noZOrigin, origin, normal );
ProjectPointOnPlane( noZview, view, normal );
VectorNormalize( noZOrigin );
VectorNormalize( noZview );
//calculate the angle between the images of the blip and the view
angle = RAD2DEG( acos( DotProduct( noZOrigin, noZview ) ) );
CrossProduct( noZOrigin, noZview, antinormal );
VectorNormalize( antinormal );
//decide which way to rotate
VectorSubtract( normal, antinormal, normalDiff );
if( VectorLength( normalDiff ) < 1.0f )
angle = 360.0f - angle;
RotatePointAroundVector( drawOrigin, up, top, angle );
trap_R_SetColor( colour );
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX2 / 2 ) - drawOrigin[ 0 ] * ( rect->w / 2 ),
rect->y + ( rect->h / 2 ) - ( BLIPY2 / 2 ) + drawOrigin[ 1 ] * ( rect->h / 2 ),
BLIPX2, BLIPY2, cgs.media.scannerBlipShader );
trap_R_SetColor( NULL );
}
/*
=============
CG_DrawDirPlayer
Draw dot marking the direction to an enemy
=============
*/
static void CG_DrawDirPlayer( rectDef_t *rect, vec3_t origin, vec4_t colour )
{
vec3_t drawOrigin;
vec3_t noZOrigin;
vec3_t normal, antinormal, normalDiff;
vec3_t view, noZview;
vec3_t up = { 0.0f, 0.0f, 1.0f };
vec3_t top = { 0.0f, -1.0f, 0.0f };
float angle;
playerState_t *ps = &cg.snap->ps;
BG_GetClientNormal( ps, normal );
AngleVectors( entityPositions.vangles, view, NULL, NULL );
ProjectPointOnPlane( noZOrigin, origin, normal );
ProjectPointOnPlane( noZview, view, normal );
VectorNormalize( noZOrigin );
VectorNormalize( noZview );
//calculate the angle between the images of the blip and the view
angle = RAD2DEG( acos( DotProduct( noZOrigin, noZview ) ) );
CrossProduct( noZOrigin, noZview, antinormal );
VectorNormalize( antinormal );
//decide which way to rotate
VectorSubtract( normal, antinormal, normalDiff );
if( VectorLength( normalDiff ) < 1.0f )
angle = 360.0f - angle;
RotatePointAroundVector( drawOrigin, up, top, angle );
trap_R_SetColor( colour );
CG_DrawPic( rect->x + ( rect->w / 2 ) - ( BLIPX2 / 2 ) - drawOrigin[ 0 ] * ( rect->w / 2 ),
rect->y + ( rect->h / 2 ) - ( BLIPY2 / 2 ) + drawOrigin[ 1 ] * ( rect->h / 2 ),
BLIPX2, BLIPY2, cgs.media.scannerBlipShaderPlayer );
trap_R_SetColor( NULL );
}
/*
=============
CG_AlienSense
=============
*/
void CG_AlienSense( rectDef_t *rect )
{
int i;
vec3_t origin;
vec3_t relOrigin;
vec4_t buildableb = { 0.0f, 0.5f, 1.0f, 0.75f };
vec4_t client = { 0.0f, 0.9f, 1.0f, 0.75f };
VectorCopy( entityPositions.origin, origin );
//draw human buildables
for( i = 0; i < entityPositions.numHumanBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < ALIENSENSE_RANGE )
CG_DrawDir( rect, relOrigin, buildableb );
}
//draw human clients
for( i = 0; i < entityPositions.numHumanClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < ALIENSENSE_RANGE )
CG_DrawDirPlayer( rect, relOrigin, client );
}
}
/*
=============
CG_Scanner
=============
*/
void CG_Scanner( rectDef_t *rect, qhandle_t shader, vec4_t color )
{
int i;
vec3_t origin;
vec3_t relOrigin;
vec4_t hIabove = { 0.0f, 1.0f, 1.0f, 0.75f };
vec4_t hIbelow = { 0.0f, 0.8f, 0.8f, 0.60f };
vec4_t aIabove = { 1.0f, 0.0f, 0.0f, 0.75f };
vec4_t aIbelow = { 0.8f, 0.0f, 0.0f, 0.60f };
VectorCopy( entityPositions.origin, origin );
//draw human buildables below scanner plane
for( i = 0; i < entityPositions.numHumanBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
CG_DrawBlips( rect, relOrigin, hIbelow );
}
//draw alien buildables below scanner plane
for( i = 0; i < entityPositions.numAlienBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
CG_DrawBlips( rect, relOrigin, aIbelow );
}
//draw human clients below scanner plane
for( i = 0; i < entityPositions.numHumanClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
CG_DrawBlipsPlayer( rect, relOrigin, hIbelow );
}
//draw alien clients below scanner plane
for( i = 0; i < entityPositions.numAlienClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] < 0 ) )
CG_DrawBlipsPlayer( rect, relOrigin, aIbelow );
}
if( !cg_disableScannerPlane.integer )
{
trap_R_SetColor( color );
CG_DrawPic( rect->x, rect->y, rect->w, rect->h, shader );
trap_R_SetColor( NULL );
}
//draw human buildables above scanner plane
for( i = 0; i < entityPositions.numHumanBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
CG_DrawBlips( rect, relOrigin, hIabove );
}
//draw alien buildables above scanner plane
for( i = 0; i < entityPositions.numAlienBuildables; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.alienBuildablePos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
CG_DrawBlips( rect, relOrigin, aIabove );
}
//draw human clients above scanner plane
for( i = 0; i < entityPositions.numHumanClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.humanClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
CG_DrawBlipsPlayer( rect, relOrigin, hIabove );
}
//draw alien clients above scanner plane
for( i = 0; i < entityPositions.numAlienClients; i++ )
{
VectorClear( relOrigin );
VectorSubtract( entityPositions.alienClientPos[ i ], origin, relOrigin );
if( VectorLength( relOrigin ) < HELMET_RANGE && ( relOrigin[ 2 ] > 0 ) )
CG_DrawBlipsPlayer( rect, relOrigin, aIabove );
}
}
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